(Kindle) [Fun Inc author Tom Chatfield] BY Tom Chatfield
Sting looks at The past present and future of digital gaming Introduced me to the Pirate Bay Pirate Party the WoW Corrupted Blood Plague of 2005 the games Passage and EVE Online and some philosophical and ethical debate surrounding gaming Informative sections on serious gaming and the professional use of games such as the America s Army and Gator Six exa Good This book serves as an acceptable introduction to the gaming world for people who don t playBad Very outdated filled with uotes and facts from games people and companies that don t matterexist any An example XBox Kinect The title and the promises on the covers were interesting So how or why will the gaming dominate the 21st century That wasn t really answered in a few clear points I was expecting the why and how to be around the economy aspects of the gaming There were some interesting parts in the book eg gaming history the current when it was written in the second half of 2009 so already out of date economical scale and impact of gaming and the industries and phenomena it has generatedThe average gamer was tried to describe and it s not what it was in 1980s or 1990s Nearly half of the gamers are women and the average age of a gamer is somewhere closer to 40 But there could and should have been broader topics treated in depth in the book Not all the broader topics were unborn in 2009 iPhones gaming was mentioned on two pages and while iPhone had been out on the market for a year its implications in gaming distribution and economy were already there as were suddenly a lot of smaller game developers around App Store iPhones and iPads brought a few other interesting gaming related changes in other things too Now there are suddenly a bunch of schools in the US where iPads much than Kindles are used for studying tool Ebooks and especially tailored interactive ebooks work much better for those ids who are used to finding their entertainment on their gaming console than reading the books ADD wasn t really mentioned but that binds to gaming as well sometimes the real world is just too boring and too slow Now finally some people are starting to see ADD not as a problem but as a way one is wired And for that type of mental wiring the games can be a good way to grep a variety of things If you manage to hide maths or physics in a game the implications can be much better understood in a practical level than just be left to be regurgitated as a bunch of fancy words on a test paperThe gaming can and has changed some other learning tools and methods already Medical field was specifically mentioned for the uses it could have do a uick diagnostic on a patient in ER environment as an example The same field also can get a huge benefit of going towards interactive ebooks Things that iPad wasn t designed for but has proven to be invaluable already in the capabilities it currently hasAlso something where the gaming is already leaving its mark is in resumes In an example there was mentioned a man who applied for a job in bank and who was then asked why he hadn t put is guild leader experience in WoW or other similar game in his resume Wait what Even the traditional businesses like the bank as a very traditional example are starting to realize that perhaps it shows better applied leadership skills to lead a guild of 50 200 gamers on daily or evening tasks for the benefit of the team than to own an MBA Mostly the games were centered in the classic console or MMORPG #games but those are far from the only ones out there I don #but those are far from the only ones out there I don play either and my type of entertainment games were very vaguely in the book iPhones iPads Androids in just a few years the market has produced
a lot of interesting games and even in just the past 3 years lot of interesting games and even in just the past 3 years lot of changes have happened in many games An iPhone game that has been around for 2 years has uite some history The development of games has shifted in the mobile platform to first have a basic form of game pushed out then later whenif the game is successful it gets regular updates pushed for the game While for iPhone games that was first seen in We Rule it s now the norm for all of them I ve done a bunch of exploration of silly games in the past 25 years and now it s just a few of them that I want to play any I m not sure I could draft a specific how that type of gaming would have changed anything other than the economics and distribution and habits in a larger scale thoughSome things that the author envisioned aren t going to happen While Facebook was seen by him as Alien Conquest kind of a platform for gaming and boring without the constant updates of random games fortunately he only mentioned Playfish and ignored The Evil Zynga is it Most of my friends don t do any gaming in Facebook or hide the attention whoring game updates out of their walls Or they create separate gamer profiles toeep their main profile free from the constant Zynga updates The difference can t even be that most of the author s friends would be gamers and mine not since most of my friends also play just not on Facebook It s very hard to give the book a score It s so fast out of date even if one would write now a similar book covering the aspects of interactive ebooks and iPads for K 12 higher ed or medical schools it would be out of date as soon as iPad 3 and a few apps for that would be out there I guess it could be either covered as of a blog type format or ebooks then updating no I still hate the self updating ebooks or just printing out a new book about the topic every 15 years. Sed to train the US Military to model global pandemics and to campaign against human rights abuses in AfricaGame worlds are creating a new science of mass engagement that is starting to transform our understanding of economics business and communications Whether you like video games or loathe them Fun Inc will show you that you cannot ignore the. .
Tom Chatfield ✓ 5 DownloadThis is an interesting book about the way video games have changed as an industry and how it has changed global communities The book has a heavy British influence since its author is British so many American readers may be unfamiliar with some of the company names or games but it doesn t cause too many distractions The book is not as fluid as I would prefer and seems to randomly jump around a lot but overall it makes a good history book and great reading for those wanting to try to develop video games This is a comprehensive book championing video gaming the fun inc of the 21st century If you don t now much about the gaming industry you ve come to the right place Here you ll learn about the creativity involved in making games unusual games flOw games for change the history of video gaming and the many uses of games military education social action and awareness etc The book is well written but it tends to jump from one anecdote to another rather than engage in an extended argument I m reading now a section on gaming and education ie serious gaming I found this sentence to be insightful And with a game like Guitar Hero the children can let themselves go forget they re in school forget there is some degree of image involved And then they can all of them really start learning It s interesting that when students forget themselves and change the context of their learning then they re really in the best position to learn These ideas connect with other ideas I ve read about the use of gaming and role playing to achieve self motivated learning Each chapter offers an interesting description of one or other aspects of video games as a force for change For example in describing how video games can be used to investigate economic theories or how sophisticated government structures can develop in worlds like EVE online and what this may teach us about governing online spaces in general Other highlights included a description of the Scottish governments adoption of gaming in the classroom I found these vignettes very informative and thoroughly absorbing Unfortunately the wide eyed optimism about gaming s boundless potential combined with a little too much rather pretentious sociologically and philosophically framed analysis there was a Heideggerian being in the world gratuitously slipped in at one point very tiring In addition I had hoped for a little description of the actual business side of the games industry say in terms of the differences between blockbuster development now and how games were made twenty years ago I feel due to the use of the word business on the back cover and the subtitle of the book some description of the business of video games may have appeared somewhere but this book is really of a cultural analysis of video games than a book about the business of them That is a reasonable thing to do but as other reviewers have noted the title and description of the #book are somewhat misleading Despite these criticisms I did appreciate reading a well written passionate book about video games in #are somewhat misleading Despite these criticisms I did appreciate reading a well written passionate book about video games in because such books are few and far between It has also encouraged me to try out a few new games which is never a bad thing Fun Inc doesn t really explain its subtitle in the edition I read Why Gaming Will Dominate the Twenty First Century At least it doesn t demonstrate domination in terms of dwarfing or controlling the vast percentage of the economy A later edition calls it
the century s most serious business That s a nice play oncentury s most serious business That s a nice play on but is it true Does author Tom Chatfield demonstrate the importance of games as a vital part of human experience I believe so Does he manage to show that the industry has the potential for growth and is far beyond the early categorization as a fad Again I believe so Yet domination means than being vibrant and viableChatfield begins with a solid description of what it means to have a game and to play a game Chatfield makes an interesting point with Pictionary What we have in summary is a complex and powerful set of human motivators achievement competition collaboration learning and improvement communication and self expression And what makes them a game as opposed to something serious is the avowedly non functional context they are framed in the box the label the time set aside for pleasure rather than labour p 4 The box the rules the allocated time all identify the results as separate from real life but allow players to explore all sorts of functional abilities and ideas in that unreal world No one gets a real job by claiming to be great at Pictionary Scrabble or even World of Warcraft but the ability to think troubleshoot problems and express ideas and solutions that one uses in these games can definitely enhance one s performance at workBut Chatfield goes on to rightly contend that games are about fun As the former editor in chief of Computer Gaming World who was accused of being the guy who eeps the fun out of Computer Gaming World because I didn t allow authors to say that anything was fun unless they explained why they thought it was fun I was curious where this book would go with the idea of fun Chatfield uoted former Ultima Online and Star Wars Galaxies designer Raph Koster as stating that It s the
WORD WE ARE STUCK WITH THEREwe are stuck with There t even consensus across the European languages as to what exactly to call this vague general feeling that in English is called fun p 8 Chatfield falls back on the analogy that like humour it is after all a British book one nows People make many assumptions about video games; only teenage boys play them they increase anti social behaviour and they tend to be violent Fun Inc dispels these misconceptions revealing that 40 per cent of all video game players are women that most of the bestselling console games of all time involve no real world violence at all and how World. T when one hears itsees it Yet he goes on to make a very important claim about fun in games It isn t the obvious things what we in the design business call chrome like graphics pace and subject matter that make games entertaining Chatfield contends even in the most stunning looking ultra violent game imaginable there will rapidly come a point at which players realize that what makes the experience of playing meaningful is something than symbolic than literal pp 9 10 Later in the book he uotes California professor Edward Castronova I now people are suspicious of words like fun But I think you re not getting the whole person if you re not compelling them p 170 He also uotes Suzanne Seggerman founder of Games for Change fun is an inadeuate description of what games do in the first place I don t think a game has to be fun It has to be engaging it has to be well designed what makes a game good is the balance of challenge and reward and that is about learning p 181 And of course I m in the business in the first place because I agree with her assessment that I don t look on games as competing with the real world and human interactions I see them as a medium and as a path towards actions in the real world p 187 Of course that sword cuts both directionsIn terms of why we play I liked it when he said While a game may be said to act like a drug in the compelling pleasure it gives the behavioural mechanics of gaining pleasure from games are the very opposite of the passive process of ingesting a substance and waiting for it to act It is action coupled with challenges incentives and constant feedback that makes gaming what it is p 72 I found plenty to contemplate about the potential negatives of gaming in Susan Greenfield s research suggesting that excessive dopamine production induced by onscreen stimulation may in the long term reduce the activation of an area of the brain nown as the prefrontal cortex in the process making people less empathetic self centred and generally addictive and immature as personalities pp 72 3 Of course this has to be balanced with another report that observes it is certainly possible that pathological gaming causes poorer school performance etc but it is eually likely that children who have trouble in school seek to play games to experience feelings of mastery and that attention problems cause both poorer school performance and an attraction to games p 79In beginning to talk about the economics of game publishing the book cites Grand Theft Auto IV as having a development budget of over 100 million using a production team of over 550 members not counting voice talent and motion capture performers At a 60 price point the game grossed 500 million in its first week of sales 310 million on the first day compared to the Harry Potter The Deathly Hallows book launch at 220 million in first 24 hours and the Spider Man 3 first day grow at 60 million p 29 These are heady numbers and are convincing enough that if the subtitle of the book how been Why Gaming Will Dominate the 21st Century Entertainment Market I wouldn t have a uibbleOf course Chatfield isn t a pure cheerleader for the industry He delivers bad news too He cites the CEO of a UK development studio in 2008 as stating that while games sales were increasing by approximately 15% per year development costs were increasing by 25% per year p 31 Such escalation is certainly unsustainable but one should remember classic triangle often applied to electronic games budget scope Move any point on the triangle and it affects the other two Hence if one could reduce the budgets Of course Chatfield points toward this in the latter portion of the book when he states that the cost of entry ie budgets for today s 2008 s internet based games and the cost of failure is potentially less devastating p 216 Now shifting the budget point isn t necessarily a panacea for existing companies in the electronic entertainment space Chatfield recognizes it is increasingly likely that global competition will bring into play an almost Darwinian principle with local companies likely to fall under the weight of increased foreign competition p 222I was intri I was hoping this book would answer many uestions I have regarding why people can spend their lives glued to a screen playing endless games But since the book was written by a self professed gamer he clearly didn t feel the need to explain that There was a lot of information about various games and how they work the origins of electronic gaming and developments in gaming that have affected
other fields The majority of the book was spent justifying the usefulnessfields The majority of the book was spent justifying the usefulness the potential social and scientific advancement of the industry and the people who made it to make stuff that will eventually make our lives better How gaming really benefits our time on this planet remains a mystery to me I still don t get it Pretty good introduction to video games Like a collection of essays one might see in newspaper Touching on a lot of aspect Personally I would like depth as a non beginner Tremendously well researched and very thought provoking It deals fairly with the concerns parents have with their ids excessive gaming but it helped me see that there is much going on than what I had written off as an antisocial waste of time The subtitle on this edition Why Play is the 21st century s most serious business is different from the one I read which is Why Gaming Will Dominate the 21st Century I think both are true Intere. Of Warcraft's online community of over 12 million players is changing our understanding of what it means to be sociable in the modern worldBut understanding games means a lot than simply challenging stereotypes Find out why the South Korean government will invest 200 billion into its video games industry over the next 4 years and how games are ,